Text-based games (TGs) are language-based interactive environments for reinforcement learning. While language models (LMs) and knowledge graphs (KGs) are commonly used for handling large action space in TGs, it is unclear whether these techniques are necessary or overused. In this paper, we revisit the challenge of exploring the action space in TGs and propose $ \epsilon$-admissible exploration, a minimal approach of utilizing admissible actions, for training phase. Additionally, we present a text-based actor-critic (TAC) agent that produces textual commands for game, solely from game observations, without requiring any KG or LM. Our method, on average across 10 games from Jericho, outperforms strong baselines and state-of-the-art agents that use LM and KG. Our approach highlights that a much lighter model design, with a fresh perspective on utilizing the information within the environments, suffices for an effective exploration of exponentially large action spaces.
This paper presents techniques and findings for improving the performance of low-resource speech to text translation (ST). We conducted experiments on both simulated and real-low resource setups, on language pairs English - Portuguese, and Tamasheq - French respectively. Using the encoder-decoder framework for ST, our results show that a multilingual automatic speech recognition system acts as a good initialization under low-resource scenarios. Furthermore, using the CTC as an additional objective for translation during training and decoding helps to reorder the internal representations and improves the final translation. Through our experiments, we try to identify various factors (initializations, objectives, and hyper-parameters) that contribute the most for improvements in low-resource setups. With only 300 hours of pre-training data, our model achieved 7.3 BLEU score on Tamasheq - French data, outperforming prior published works from IWSLT 2022 by 1.6 points.
Image and shape editing are ubiquitous among digital artworks. Graphics algorithms facilitate artists and designers to achieve desired editing intents without going through manually tedious retouching. In the recent advance of machine learning, artists' editing intents can even be driven by text, using a variety of well-trained neural networks. They have seen to be receiving an extensive success on such as generating photorealistic images, artworks and human poses, stylizing meshes from text, or auto-completion given image and shape priors. In this short survey, we provide an overview over 50 papers on state-of-the-art (text-guided) image-and-shape generation techniques. We start with an overview on recent editing algorithms in the introduction. Then, we provide a comprehensive review on text-guided editing techniques for 2D and 3D independently, where each of its sub-section begins with a brief background introduction. We also contextualize editing algorithms under recent implicit neural representations. Finally, we conclude the survey with the discussion over existing methods and potential research ideas.
Imagine stepping into a virtual world that's as rich, dynamic, and interactive as our physical one. This is the promise of the Metaverse, and it's being brought to life by the transformative power of Generative Artificial Intelligence (AI). This paper offers a comprehensive exploration of how generative AI technologies are shaping the Metaverse, transforming it into a dynamic, immersive, and interactive virtual world. We delve into the applications of text generation models like ChatGPT and GPT-3, which are enhancing conversational interfaces with AI-generated characters. We explore the role of image generation models such as DALL-E and MidJourney in creating visually stunning and diverse content. We also examine the potential of 3D model generation technologies like Point-E and Lumirithmic in creating realistic virtual objects that enrich the Metaverse experience. But the journey doesn't stop there. We also address the challenges and ethical considerations of implementing these technologies in the Metaverse, offering insights into the balance between user control and AI automation. This paper is not just a study, but a guide to the future of the Metaverse, offering readers a roadmap to harnessing the power of generative AI in creating immersive virtual worlds.
Artificial intelligence (AI) reasoning and explainable AI (XAI) tasks have gained popularity recently, enabling users to explain the predictions or decision processes of AI models. This paper introduces Forest Monkey (FM), a toolkit designed to reason the outputs of any AI-based defect detection and/or classification model with data explainability. Implemented as a Python package, FM takes input in the form of dataset folder paths (including original images, ground truth labels, and predicted labels) and provides a set of charts and a text file to illustrate the reasoning results and suggest possible improvements. The FM toolkit consists of processes such as feature extraction from predictions to reasoning targets, feature extraction from images to defect characteristics, and a decision tree-based AI-Reasoner. Additionally, this paper investigates the time performance of the FM toolkit when applied to four AI models with different datasets. Lastly, a tutorial is provided to guide users in performing reasoning tasks using the FM toolkit.
Coherence is a crucial aspect of evaluating text readability and can be assessed through two primary factors when evaluating an essay in a scoring scenario. The first factor is logical coherence, characterized by the appropriate use of discourse connectives and the establishment of logical relationships between sentences. The second factor is the appropriateness of punctuation, as inappropriate punctuation can lead to confused sentence structure. To address these concerns, we propose a coherence scoring model consisting of a regression model with two feature extractors: a local coherence discriminative model and a punctuation correction model. We employ gradient-boosting regression trees as the regression model and impose monotonicity constraints on the input features. The results show that our proposed model better generalizes unseen data. The model achieved third place in track 1 of NLPCC 2023 shared task 7. Additionally, we briefly introduce our solution for the remaining tracks, which achieves second place for track 2 and first place for both track 3 and track 4.
One little-explored frontier of image generation and editing is the task of interpolating between two input images, a feature missing from all currently deployed image generation pipelines. We argue that such a feature can expand the creative applications of such models, and propose a method for zero-shot interpolation using latent diffusion models. We apply interpolation in the latent space at a sequence of decreasing noise levels, then perform denoising conditioned on interpolated text embeddings derived from textual inversion and (optionally) subject poses. For greater consistency, or to specify additional criteria, we can generate several candidates and use CLIP to select the highest quality image. We obtain convincing interpolations across diverse subject poses, image styles, and image content, and show that standard quantitative metrics such as FID are insufficient to measure the quality of an interpolation. Code and data are available at https://clintonjwang.github.io/interpolation.
We introduce ClusterLLM, a novel text clustering framework that leverages feedback from an instruction-tuned large language model, such as ChatGPT. Compared with traditional unsupervised methods that builds upon "small" embedders, ClusterLLM exhibits two intriguing advantages: (1) it enjoys the emergent capability of LLM even if its embeddings are inaccessible; and (2) it understands the user's preference on clustering through textual instruction and/or a few annotated data. First, we prompt ChatGPT for insights on clustering perspective by constructing hard triplet questions <does A better correspond to B than C>, where A, B and C are similar data points that belong to different clusters according to small embedder. We empirically show that this strategy is both effective for fine-tuning small embedder and cost-efficient to query ChatGPT. Second, we prompt ChatGPT for helps on clustering granularity by carefully designed pairwise questions <do A and B belong to the same category>, and tune the granularity from cluster hierarchies that is the most consistent with the ChatGPT answers. Extensive experiments on 14 datasets show that ClusterLLM consistently improves clustering quality, at an average cost of ~$0.6 per dataset.
Expressive speech synthesis is crucial for many human-computer interaction scenarios, such as audiobooks, podcasts, and voice assistants. Previous works focus on predicting the style embeddings at one single scale from the information within the current sentence. Whereas, context information in neighboring sentences and multi-scale nature of style in human speech are neglected, making it challenging to convert multi-sentence text into natural and expressive speech. In this paper, we propose MSStyleTTS, a style modeling method for expressive speech synthesis, to capture and predict styles at different levels from a wider range of context rather than a sentence. Two sub-modules, including multi-scale style extractor and multi-scale style predictor, are trained together with a FastSpeech 2 based acoustic model. The predictor is designed to explore the hierarchical context information by considering structural relationships in context and predict style embeddings at global-level, sentence-level and subword-level. The extractor extracts multi-scale style embedding from the ground-truth speech and explicitly guides the style prediction. Evaluations on both in-domain and out-of-domain audiobook datasets demonstrate that the proposed method significantly outperforms the three baselines. In addition, we conduct the analysis of the context information and multi-scale style representations that have never been discussed before.
Online streaming is an emerging market that address much attention. Assessing gaming skills from videos is an important task for streaming service providers to discover talented gamers. Service providers require the information to offer customized recommendation and service promotion to their customers. Meanwhile, this is also an important multi-modal machine learning tasks since online streaming combines vision, audio and text modalities. In this study we begin by identifying flaws in the dataset and proceed to clean it manually. Then we propose several variants of latest end-to-end models to learn joint representation of multiple modalities. Through our extensive experimentation, we demonstrate the efficacy of our proposals. Moreover, we identify that our proposed models is prone to identifying users instead of learning meaningful representations. We purpose future work to address the issue in the end.